If its lore friendly then hell yea. I'm sure I can find a way for interiors to work for them. Just need to read up on them and make sure they belong anywhere in the region. If even just a few.carademono wrote: ↑Sat Apr 10, 2021 7:00 pm I really enjoyed running around the Whitefort docks and exploring for bandit camps. Can't wait for future versions! Any possibility of adding some Dwemer ruins? viewtopic.php?f=14&t=3955
World of Daggerfall (Betony Demo)
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: World of Daggerfall (Betony Demo)
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: World of Daggerfall (Betony Demo)
That would be cool as heck! Lorewise, there should be Dwemer ruins in both High Rock and Hammerfell. I'm not sure which areas in particular, though. I started thinking up a list of prefab ideas for future iterations of the mod -- you've probably thought of most of these already:
Rocks - additional sizes, shapes, and colors, for different areas
Druid groves / stone circles
Wizard towers
Lich towers
Dwemer ruins
Circus
Tourneys
Farmlands outside of cities
Pirate bases
Orc camps
Gypsy camps
Logging camps
Daedra cult
Witch's huts
Combined with Daniel87's Wilderness Overhaul, this would totally transform exploration.
Rocks - additional sizes, shapes, and colors, for different areas
Druid groves / stone circles
Wizard towers
Lich towers
Dwemer ruins
Circus
Tourneys
Farmlands outside of cities
Pirate bases
Orc camps
Gypsy camps
Logging camps
Daedra cult
Witch's huts
Combined with Daniel87's Wilderness Overhaul, this would totally transform exploration.
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: World of Daggerfall (Betony Demo)
The Wizard Towers remind me of imsobadatnicknames' Titanic Towers mod you might could check out.carademono wrote: ↑Sat Apr 10, 2021 10:10 pm That would be cool as heck! Lorewise, there should be Dwemer ruins in both High Rock and Hammerfell. I'm not sure which areas in particular, though. I started thinking up a list of prefab ideas for future iterations of the mod -- you've probably thought of most of these already:
Rocks - additional sizes, shapes, and colors, for different areas
Druid groves / stone circles
Wizard towers
Lich towers
Dwemer ruins
Circus
Tourneys
Farmlands outside of cities
Pirate bases
Orc camps
Gypsy camps
Logging camps
Daedra cult
Witch's huts
Combined with Daniel87's Wilderness Overhaul, this would totally transform exploration.
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: World of Daggerfall (Betony Demo)
Thanks for pointing me to that! Installing it now, and looking forward to the not so far-off day when reclusive wizards live in those towers.
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: World of Daggerfall (Betony Demo)
Out of curiosity, are you placing locations by hand, or are you using scripts? I've been thinking that it would make sense to place a large percentage of the new locations within visual distance of Hazelnut's roads. This will help players find them and make Travel Options a more worthwhile way to travel. Daggerfall's never going to be dense enough for most players to want to tromp through the woods without knowing where they're going, and even bandits probably don't want to hike 40 miles through the wilderness to reach their fort!
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- Daniel87
- Posts: 391
- Joined: Thu Nov 28, 2019 6:25 pm
Re: World of Daggerfall (Betony Demo)
This looks awesome. Does DFU treat these forts a locations? Then it should b compatible with my mod
In Julianos we Trust.
-
- Posts: 371
- Joined: Sun Jun 02, 2019 4:28 pm
- Location: Colombia
Re: World of Daggerfall (Betony Demo)
I don't think it treats them as locations bc they're made with a modified version of UV's Location Loader, which meas that as far as the game's World Data is concerned these locations don't actually exist.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
- Daniel87
- Posts: 391
- Joined: Thu Nov 28, 2019 6:25 pm
Re: World of Daggerfall (Betony Demo)
In that case my mod will spawn trees and plants into structures :/
In Julianos we Trust.
- Kamer
- Posts: 583
- Joined: Mon Mar 05, 2018 9:26 pm
Re: World of Daggerfall (Betony Demo)
You should try it out cause this is what i've been most curious about. These are kinda like "Locations". They use data to create a fake location. They flatten the ground and remove trees in the area like how real locations would. They just dont show up on the map or go anywhere.